Very easy-to-execute build that involves a very effective harass and punch that crushes under prepared players, and even the smallest miss micro can be game losing for the enemy. This build is most effective in PvP, winning games even in Diamond league, works well against Zerg, and against Terran, however some platinum Terrans will defend this.

Replay - Protoss 4gate w/ 5th proxy PvZ Master example

Build Order

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  14  0:18  Pylon  
  15  0:41  Gateway  
  17  0:52  Assimilator x2  2 probes on each assimilator
  19  1:15  Gateway  @ 150 minerals (send this probe to build proxy)
  20  1:29  Cybernetics Core  @ 100% gateway
  21  1:35  Pylon x2  One in base, one proxy.
  21  2:05  Adept x2, Warp Gate (Chrono Boost)  @ 100% cybercore Research and chrono asap
  25  2:20  Gateway  Proxy Gateway!
  25  2:21  Gateway x2  @ 300 minerals, make 2 more gateways in base.
  25  2:35  Adept x2  OPTIONAL: Make 2 Stalkers instead if protecting mineral line from oracles.
  29  3:17  Adept x2  
  29  3:30  Pylon x2  Make them wherever. Probably in your base. You need them for supply.
  29  3:55  Stalker x5  @ 100% warpgate, transform all gateways, you should already have 6 adepts, make 5 stalkers (or zealots against zerg) and attack. Constantly warp in and pressure until your opponent is dead.
  45  4:35  Pylon  don't forget to make pylons if you start approaching your max supply.
Spawning Tool Build Advisor. Get it on Overwolf


Against Protoss:

-Leave 2 Stalkers in mineral line until you are 100% sure that your opponent has no stargates whatsoever. This is hard to know for sure, but if your opponent is on a one base with a robotics facility, there's a good chance he couldn't have afforded a stargate. (This is optional until higher leagues, if you need the extra 2 stalkers for damage, or would rather not worry about it, you'll probably be just fine)

-First warp in should always be all stalkers so you can focus down enemy MSC as fast as possible.

-Be cautious of Pylon overcharge, either commit to killing the pylon, or back off. It can be game losing if you do something in the middle.

-If he has any sentries, focus them fast and concentrate everything on being able to move up the ramp so he can't block off reinforcements.

-Focus immortals quick. First trigger their shield by focusing a single unit on it, then focus everything after it goes away.


-Build your structures near the ramp, helps with rush defense

-Be very careful with the adepts, you need them to kill zerglings.

-If your opponent is going pure zerglings, make zealots and adepts.

-If your opponent is going roach/ravager, make stalkers and zealots. Focus ravagers quick, and focus roaches so they die quicker and can do less damage.

-Sometimes I like to wall off my base with a pylon and put a mothership core at the ramp, in case opponent tries to counter attack, if you decide to make a mothership core, feel free to be aggressive with it, and recall if necessary.

Against Terran

-Make a mothership core after the first 2 adepts. This is really helpful for vision of high ground, being able to attack their ramp, and defending reapers easily.

-If they don't have much, just walk pass any bunkers. If they do have much, try to shade the adepts to their mineral line, and attack with stalkers/zealots at the front in order to split up their army. Adepts evaporate marines in 2 shots.

Against All

-Stop making probes when you have 16 on minerals, and 2 on each gas. This does not include the worker you send off to make the proxy.

-Don't forget to be aggressive with the adepts as soon as they come out. Take advantage of their ability to get to the enemy base fast.

-Shade to their mineral lines and focus workers. Do not A click. That is a waste. If they're moving a decent amount of forces towards the adepts, immediately shade them outside the base, but continue to focus workers while the timer goes.

-Don't be afraid to back off and wait for another warp in, but be smart about it. This can allow a protoss to get sentries for wallins, terran to get tanks/widow mines set up, and zerg to counter attack or get more spines/queens. Make sure it's the right play.

Please feel free to leave questions/concerns in the comments and I'll update this if their are any good suggestions or criticisms.

EDIT: Added a VOD that really shows the build shine.

Comments (8)

On May 11, 2017, 11:07 p.m., PashkaTLT  said:

Forgot to say, Thanks for this build order, replay and valuable tips!

On May 11, 2017, 11:06 p.m., PashkaTLT  said:

I bought LotV only a few days ago and at first struggled a little bit, because LotV is much faster paced than HotS. But with this build order I was able to win 5-0 straight away. I'm pretty sure it can get one into at least Platinum league if they aren't there yet.

On Dec. 31, 2015, 9:55 p.m., nistark  said:

Just won agaist a GM

On Dec. 17, 2015, 11:31 p.m., myll  said:

how do you deal with the protoss that just sends his mothership core over to ur base? on the map Ulrena someone did this and i got rekt.

other than that, i like the build.

On Dec. 11, 2015, 6:52 p.m., StoicLoofah  said:

Makes sense. Thanks for the explanation!

On Dec. 9, 2015, 9:56 p.m., Slayergramps  said:

The advantage of the extra 2 units you'll get very early on from the one extra gateway can be game-changing, especially if you're on the brink of breaking your opponents defense.

On Dec. 9, 2015, 9:56 p.m., Slayergramps  said:

I'm not sure what you mean by slower warp-in times. Warping in takes 16 seconds in LotV at a standard pylon, which is extremely slow. It takes 4 seconds to warp in at a pylon touching a nexus, or a pylon powering a warp-gate, or a warp prism. This is why we have the proxy gateway. It saves 12 seconds of time on each warp in, allowing for a much smoother flow of reinforcements.

This is true that only 4 gateways could be supported off of 1 base, and honestly, it's still the same. A 1 base protoss can only really support 4 gateways, HOWEVER... warp-gate research takes a significantly longer time to research than it did in HotS. This means there's a lot more money build up, in addition to the money build up of having 12 workers right off the bat. In my experience, your first, and sometimes your second warp ins use all 5 gateways. After that, you're only warping in a couple at a time, but you want to still be constantly warping, even if its only 2-3 units coming to join your army.

On Dec. 9, 2015, 7:46 p.m., StoicLoofah  said:

So back in the day, you could only support 4 gateways off of 1 base. I'm assuming you have 5 because of slower warp-in times. Is that correct?

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